Core: Remove a few warnings (unused variables), clean up tabs whitespaces
This commit is contained in:
@@ -411,7 +411,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
|
||||
/** This is a series of callbacks executed consecutively as a result from the database becomes available.
|
||||
This is much more efficient than synchronous requests on packet handler, and much less DoS prone.
|
||||
It also prevents data syncrhonisation errors.
|
||||
*/
|
||||
*/
|
||||
switch (createInfo->Stage)
|
||||
{
|
||||
case 0:
|
||||
@@ -427,7 +427,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
|
||||
return;
|
||||
}
|
||||
|
||||
ASSERT(_charCreateCallback.GetParam() == createInfo);
|
||||
ASSERT(_charCreateCallback.GetParam() == createInfo);
|
||||
|
||||
PreparedStatement* stmt = LoginDatabase.GetPreparedStatement(LOGIN_GET_SUM_REALMCHARS);
|
||||
stmt->setUInt32(0, GetAccountId());
|
||||
@@ -462,7 +462,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
|
||||
}
|
||||
|
||||
|
||||
ASSERT(_charCreateCallback.GetParam() == createInfo);
|
||||
ASSERT(_charCreateCallback.GetParam() == createInfo);
|
||||
|
||||
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_GET_SUM_CHARS);
|
||||
stmt->setUInt32(0, GetAccountId());
|
||||
@@ -494,7 +494,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
|
||||
|
||||
bool allowTwoSideAccounts = !sWorld->IsPvPRealm() || sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_ACCOUNTS) || GetSecurity() > SEC_PLAYER;
|
||||
uint32 skipCinematics = sWorld->getIntConfig(CONFIG_SKIP_CINEMATICS);
|
||||
|
||||
|
||||
_charCreateCallback.FreeResult();
|
||||
|
||||
if (!allowTwoSideAccounts || skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT)
|
||||
|
||||
@@ -944,7 +944,7 @@ void WorldSession::SetPlayer(Player *plr)
|
||||
|
||||
void WorldSession::InitializeQueryCallbackParameters()
|
||||
{
|
||||
// Callback parameters that have pointers in them should be properly
|
||||
// Callback parameters that have pointers in them should be properly
|
||||
// initialized to NULL here.
|
||||
_charCreateCallback.SetParam(NULL);
|
||||
}
|
||||
|
||||
@@ -181,8 +181,8 @@ class CharacterCreateInfo
|
||||
friend class Player;
|
||||
|
||||
protected:
|
||||
CharacterCreateInfo(std::string name, uint8 race, uint8 cclass, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId,
|
||||
WorldPacket& data) : Name(name), Race(race), Class(cclass), Gender(gender), Skin(skin), Face(face), HairStyle(hairStyle), HairColor(hairColor), FacialHair(facialHair),
|
||||
CharacterCreateInfo(std::string name, uint8 race, uint8 cclass, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId,
|
||||
WorldPacket& data) : Name(name), Race(race), Class(cclass), Gender(gender), Skin(skin), Face(face), HairStyle(hairStyle), HairColor(hairColor), FacialHair(facialHair),
|
||||
OutfitId(outfitId), Data(data), CharCount(0), Stage(0)
|
||||
{}
|
||||
|
||||
@@ -921,7 +921,7 @@ class WorldSession
|
||||
{
|
||||
return _allowedCharsToLogin.find(lowGUID) != _allowedCharsToLogin.end();
|
||||
}
|
||||
|
||||
|
||||
// this stores the GUIDs of the characters who can login
|
||||
// characters who failed on Player::BuildEnumData shouldn't login
|
||||
std::set<uint32> _allowedCharsToLogin;
|
||||
|
||||
@@ -42,7 +42,7 @@ class Aura;
|
||||
//
|
||||
// in aura handler there should be check for modes:
|
||||
// AURA_EFFECT_HANDLE_REAL set
|
||||
// AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK set
|
||||
// AURA_EFFECT_HANDLE_SEND_FOR_CLIENT_MASK set
|
||||
// AURA_EFFECT_HANDLE_CHANGE_AMOUNT_MASK set - aura is recalculated or is just applied/removed - need to redo all things related to m_amount
|
||||
// AURA_EFFECT_HANDLE_CHANGE_AMOUNT_SEND_FOR_CLIENT_MASK - logical or of above conditions
|
||||
// AURA_EFFECT_HANDLE_STAT - set when stats are reapplied
|
||||
@@ -850,7 +850,7 @@ void AuraEffect::CalculatePeriodic(Unit* caster, bool create, bool load)
|
||||
// reset periodic timer on aura create or on reapply when aura isn't dot
|
||||
// possibly we should not reset periodic timers only when aura is triggered by proc
|
||||
// or maybe there's a spell attribute somewhere
|
||||
bool resetPeriodicTimer = create
|
||||
bool resetPeriodicTimer = create
|
||||
|| ((GetAuraType() != SPELL_AURA_PERIODIC_DAMAGE) && (GetAuraType() != SPELL_AURA_PERIODIC_DAMAGE_PERCENT));
|
||||
|
||||
if (resetPeriodicTimer)
|
||||
@@ -5409,7 +5409,7 @@ void AuraEffect::HandleAuraLinked(AuraApplication const* aurApp, uint8 mode, boo
|
||||
else if (mode & AURA_EFFECT_HANDLE_REAPPLY && apply)
|
||||
{
|
||||
uint64 casterGUID = IsSpellRequiringFocusedTarget(GetSpellProto()) ? GetCasterGUID() : target->GetGUID();
|
||||
|
||||
|
||||
// change the stack amount to be equal to stack amount of our aura
|
||||
if (Aura* triggeredAura = target->GetAura(triggeredSpellId, casterGUID))
|
||||
triggeredAura->ModStackAmount(GetBase()->GetStackAmount() - triggeredAura->GetStackAmount());
|
||||
|
||||
Reference in New Issue
Block a user